Shader "Custom/Self" {
Properties {  
        _Color ("Main Color", Color) = (1,1,1,0)  
        _SpecColor ("Spec Color", Color) = (1,1,1,1)  
        _Emission ("Emmisive Color", Color) = (0,0,0,0)  
        _Shininess ("Shininess", Range (0.01, 1)) = 0.7  
        _MainTex ("Base (RGB)", 2D) = "white" { }  
    }  
  
    SubShader {  
        // We use the material in many passes by defining them in the subshader.  
        // Anything defined here becomes default values for all contained passes.  
        Material {  
            Diffuse [_Color]  
            Ambient [_Color]  
            Shininess [_Shininess]  
            Specular [_SpecColor]  
            Emission [_Emission]  
        }  
        Lighting On  
        SeparateSpecular On  
  
        // Set up alpha blending  
        Blend SrcAlpha OneMinusSrcAlpha  
  
        // Render the back facing parts of the object.  
        // If the object is convex, these will always be further away  
        // than the front-faces.    
        //控制前面透明度        
        //Pass {  
        //    Cull Front  
        //    SetTexture [_MainTex] {  
        //        Combine Primary * Texture  
        //    }  
        //}  
        // Render the parts of the object facing us.  
        // If the object is convex, these will be closer than the  
        // back-faces.  
        //控制后面透明度    
        Pass {  
            Cull Back  
            SetTexture [_MainTex] {  
                Combine Primary * Texture  
            }  
        }  
    }  
}
